Jump to content

TheSuperAnon

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by TheSuperAnon

  1. It does, although it isn't perfect: http://forum.kerbalspaceprogram.com/threads/60347-Oculus-Rift-vireio-Perception-KSP-within-reach
  2. Thanks man, you and alien123 answered all the questions I had. I'll definitely give your mod a go, I just didn't want to have a mod that gave me advantage over the game, because it feels like cheating. Moderators can close this thread if they would like now, my questions were answered in full by alien123 and Yemo, big thanks to them.
  3. Yeah, I was looking into it and was surprised that it has support for every single one of the mods I wanted, with Karbonite on it's way. I was concerned over Procedural Parts though, to me it seemed that it would be a bit over powered if I'm able to adjust the size of fuel tanks so easily. Is their cost balanced in the terms of bigger = more cost? Would a tank with X amount of fuel in the mod cost roughly the same, if not exactly to that in stock? Would I be able to make a fuel tank larger than I should early on into the game?
  4. That was on the list but since I ordered new RAM (16GB, Quad Channel 1866), I figured I wouldn't need it anymore. I planned on using x32 bit mode since most mods doesn't support x64bit yet. That is another question, isn't x32 bit mode limited to only 4GB or less of RAM usage? So even if you have excess RAM available in the system, would the game still crash if it uses more than 4GB? Edit: Thanks, that answers my question about BTSM, I would have loved to used it but it looks like I have to pass. So it seems that unless the addon specifies that it uses it's own tech tree, it should integrate well into the stock career tech tree.
  5. Hey, so I've been away from KSP for a while and with 0.90 I thought it would be fun to dive back in. I played about 100 hours pure stock, and now would like to experience a bit more challenging with some mods. My question though, for addons that add new parts, (Such as Karbonite, Station Science, & Kerbal Attachment System), would they all work together in career mode? My original thought was that they have their own tech trees, so a tech tree designed for Karbonite wouldn't show the parts for Station Science or Kerbal Attachment System adds to the game. I had this question because I was looking at the addon Better Than Starting Manned, and it appeared that it had it's own tech tree, so would that mean that I wouldn't be able to use parts that are unlocked in career mode that other addons add in (such as the ones listed above)? Here is the list of mods I planned on using: Most of them are realism-based, others are for enhancement of existing features. I don't believe any of them have a custom tech tree, so wouldn't that mean they should all work together in career mode? I launched KSP with most of these mods (I added and removed a few since then), and KSP was launched fine, although I did experienced two crashes with 10 minutes of each other. I believe they were related to me running out of memory (Had 8GB of RAM, but come Thursday 16GB will arrive in the mail), and Astronomers Visual Pack which isn't designed for 0.90. I'm actively seeking methods of making it work with 0.90, since I've seen reports that there are ways, but if not, I can live without it. My system specs in case if they are needed: CPU: i7 3820 RAM: 16GB GPU: R9 280x Storage: 128GB 840 Evo SSD
×
×
  • Create New...